View Full Version : GS2 Equiv of exploded?

10-11-2014, 02:22 AM
Okay so in GS1 there was a event for when an object is exploded by a classic bomb.

if (exploded)

I don't see one in GS2 tho... is there any way to still detect if it was hit by a bomb's explosion?

10-11-2014, 08:25 AM
Are default bombs even still working/supported? I suggest making your own, to be honest.

10-11-2014, 09:40 AM
Are default bombs even still working/supported? I suggest making your own, to be honest.

They do still work and are supported. I agree should make your own and I do have my own. But my own still makes an explosion and that explosion is still not detectable. On top of that you cannot name your npc's Bomb, or Bow. Because doing so wont work as the default systems will override them and cause some pretty epic failures in some cases. =/

Edit: thanks deas.. aparently onExploded() works.. but it's clientside only.. and it doesnt show up in /scripthelp in rc.. o.O

10-11-2014, 01:42 PM
Makes sense, all bombs are client based.

10-11-2014, 02:21 PM
if you have scripted your own bomb, why not script your own explosion as well?

10-12-2014, 01:01 AM
Would be really easy to do then you can control the radius of your bomb detection.

this.radius = 3;
function onExplode2() {
attackObjects(this.x+1.5 ,this.y+1.5, this.radius);
putNPC2(this.x - 0.8, this.y - 0.6, "join explosion;"); //Animation of your explosion

function attackObjects(tx,ty,radius) {
for (temp.obj: findareanpcs(tx-radius,y-radius,radius*2,radius*2)) {
temp.npcdist = ((this.x+1.5-tx)^2 + (this.y+2-ty)^2) ^ 0.5;
temp.obj.trigger("attack", "explosion" , this.owner , this.damage - int(temp.dist)); //Trigger NPCs hit by explosion

for (temp.pl: findnearestplayers(tx,ty)) {
temp.dist = ((temp.pl.x+1.5-tx)^2 + (temp.pl.y+2-ty)^2) ^ 0.5;
if (temp.dist >= radius)
if (temp.pl != this.owner || level.isnopkzone != true){
temp.pl.onHit(this.owner.account , this.damage - int(temp.dist), "explosion"); //Hit Players (Damage Depending on how close to center of the blast)